Enemy Levels MV

You could use levels as a way to determine their difficulty level compared to the actor’s current level. For example, if your actor is currently level 10 and the enemy is level 20, you might use a red font to draw the enemy’s name to indicate that it is dangerous.

Levels themselves do not mean much on their, for they are just a number. They become more powerful once you use other plugins that make use of them. For example, a plugin that you can use is Enemy Classes, which allows you to assign classes to enemies. Using both plugins, you can now set up parameters curves based on the enemy’s level, as well as the skills they can use based on the level.

There is an VXACE version but that’s on under the RGSS3 Scripts page. You’re on the one for MV. General rule of thumb for Himeworks plugins is to check under the plugin library list ie for VXACE go to RGSS3 Scripts or for MV go to MV Plugins.

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I have got a problem with this plugin.
I set my enemy’s level based on my party leader’s level like this: $gameParty.leader().level + 5.
It works fine until my leader is higher than 94. It means my enemy level is from 100 and above (more than 99 which is the maximum level by default)
And after that, whenever processing battle, it won’t load and pop up this error: “RangeError Maximum call stack size exceeded”
What can i do with this?

I would like to make it so an enemy level varies without having to make 2 of the same Monster. Say in one encounter it’s level 2 and then it’s level 3 the nest time. The only way I can do that now is by making two of the same enemy as I said but when using Monster Book that also means I get two entries of the same Monster :/

This depends on how the monster is encountered, but you can use a game variable to keep track of how many times the monster was encountered, and use that to change the enemy’s level when the battle begins.

The parameters and everything seem to all function as expected. But the enemy is not using the skills based on level, but instead relies on ones set on the enemy page. Deleting all moves on the enemy page just makes the enemy do nothing. Am I missing something? Please let me know ASAP!
Thank you!!

I seem to be having a problem getting this plugin to work, I’ve gone so far as to turn off all other plugins, and I can neither get it to call upon the enemy level for damage formulas or get it to show the enemy level in the name. I used in the notebox, I have the plugin on, above all other plugins, and no other plugin is on. Am I missing a core plugin or something?

Yes. Accessing actor and enemy levels are the same in damage formulas.
For example, if you want to increase the attacker’s damage by 250 for each level as a bonus to the attacker’s atk stat, you can say

How would you create a skill similar to Level 5 Death/Goblin Punch (both skills using the enemy’s level as a means to determine the skill), or does your script not support using enemy levels in the formula?

If it does’t exist already, I will provide some plugins to set EXP based on some formula of your choice (eg: to include level). Or perhaps use a spreadsheet to manage EXP for each level… Not sure which one you would prefer.

I was wondering if EXP in relation to enemy levels was still in the works? For example, a level 8 enemy would give no EXP to party members above level 8. I feel like I read somewhere that you had written something similar to this but had not released it yet. Thanks so much for your excellent work, Hime!

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